上一次选中的招按 EnemyStatsSO.attackAntiRepeatFactor 折扣权重(默认 0.3)。 折扣把唯一候选压到 0 时退化为 Priority 路径,不会出现敌人永不出手。 阶段切换清空防重复记忆。取代 BossBase.UseBossSkillWeighted 里的同名逻辑。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
66 lines
2.6 KiB
C#
66 lines
2.6 KiB
C#
using System;
|
||
using UnityEngine;
|
||
|
||
namespace BaseGames.Enemies
|
||
{
|
||
/// <summary>
|
||
/// 受击分级配置(KnockUp 击飞门槛 & 飞行参数)。
|
||
/// 挂载在 EnemyStatsSO.HitTiers 中。
|
||
/// </summary>
|
||
[Serializable]
|
||
public struct HitTierConfig
|
||
{
|
||
[Tooltip("击飞(KnockUp)触发伤害阈值;需同时设置 DamageFlags.Launch;0 = 仅依赖 Launch 标志")]
|
||
[Min(0)] public int launchThreshold;
|
||
[Tooltip("击飞纵向冲量")]
|
||
[Min(0f)] public float launchUpForce;
|
||
[Tooltip("击飞横向冲量(沿受击反方向)")]
|
||
[Min(0f)] public float launchHorzForce;
|
||
[Tooltip("无 KnockUp 动画时的状态持续时长(s)")]
|
||
[Min(0f)] public float knockUpDuration;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 敌人属性配置 SO(架构 07_EnemyModule §2)。
|
||
/// </summary>
|
||
[CreateAssetMenu(menuName = "BaseGames/Enemies/EnemyStats")]
|
||
public class EnemyStatsSO : ScriptableObject
|
||
{
|
||
[Header("生命")]
|
||
[Min(1)] public int MaxHP = 50;
|
||
|
||
[Header("防御")]
|
||
[Min(0)] public int Defense = 0;
|
||
|
||
[Header("移动")]
|
||
[Min(0f)] public float WalkSpeed = 2f;
|
||
[Min(0f)] public float RunSpeed = 4f;
|
||
|
||
[Header("战斗")]
|
||
[Min(0f)] public float AttackCooldown = 1f;
|
||
|
||
[Header("攻击选招策略")]
|
||
[Tooltip("到攻击范围内如何从多个候选招里选一个")]
|
||
public BaseGames.Enemies.Abilities.AttackSelectionMode attackSelectionMode
|
||
= BaseGames.Enemies.Abilities.AttackSelectionMode.WeightedRandom;
|
||
|
||
[Tooltip("WeightedRandomAntiRepeat 模式下,上一次选中的招的权重折扣系数。" +
|
||
"0 = 有替代招时绝不连续重复;1 = 不惩罚。仅该模式生效")]
|
||
[Range(0f, 1f)] public float attackAntiRepeatFactor = 0.3f;
|
||
|
||
[Header("追击 & AI 阶段")]
|
||
[Tooltip("是否有警觉状态:勾选=未发现态进入视野先进警觉(朝向+警觉动画)再追击;不勾选=进入追逐感知直接追击")]
|
||
public bool HasAlertState = true;
|
||
[Tooltip("最大追击距离(m);超出后放弃追击切换搜查阶段")]
|
||
[Min(0f)] public float MaxChaseDistance = 15f;
|
||
[Tooltip("视线丢失判定超时(s);超过此时长无视线则切换搜查")]
|
||
[Min(0f)] public float LoseLinkTimeout = 2f;
|
||
[Tooltip("归位到达判定半径(m)")]
|
||
[Min(0.01f)] public float HomeRadius = 0.5f;
|
||
|
||
[Header("受击分级")]
|
||
[Tooltip("Stagger / KnockUp 伤害阈值及击飞参数")]
|
||
public HitTierConfig HitTiers;
|
||
}
|
||
}
|